Re: spell events

From: Brett Williams (OKJinx@AOL.COM)
Date: 09/01/98

Finally someone else from my pt of view. I implemented casting times using
struct to store the spellnum, target char, and an int for number of "spell"
pulses to cast. Decreased it every pulse and sent character data to complete
casting function... Simple actually just need to learn where to move stuff so
it happens at the right time.


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